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Drawing Basics and Video Game Art - C Solarski

Drawing Basics and Video Game Art

(Autor)

Buch | Softcover
208 Seiten
2012
Watson-Guptill Publications Inc.,U.S. (Verlag)
978-0-8230-9847-7 (ISBN)
CHF 30,90 inkl. MwSt
A guide to learning the basic drawing skills needed to successfully create video game art. It demonstrates how fine art principles like drawing skills, anatomy, values and lighting and colour all apply to the creation of artwork for video games. It features artwork from such hit video games as "Halo Reach", "Zelda", and "Super Mario Galaxy 2".
This is a comprehensive, hands-on guide to learning the basic drawing skills needed to successfully create video game art. "Drawing Basics for Video Game Art" demonstrates how fine art principles like drawing skills, anatomy, values and lighting and colour all apply to the creation of artwork for video games. The book features artwork from such hit video games as "Halo Reach", "Zelda", "Super Mario Galaxy 2", "World of Warcraft", "Grand Theft Auto", "Heavy Rain" and "Little Big Planet". Included are examples of classic to contemporary fine art in order to further show the reader the same basic principles still apply to all art forms and that video game art is very much still art.

Chris Solarski received a BA in Computer Animation and is also a clasically trained artist. He works as the Creative Director at a social-gaming design company Gbanga. He has also worked for Sony Computer, in their London offices.

Foreword by Tristan Donovan  
Preface        
 
Introduction                       
 
Level 01/ Fundamentals  
Materials      
Basic Pencil Techniques  
Basic Perspective  
Basic Volumes        
Basic Lighting and Values          
Visual Measuring Tools    
Drawing Process   
 
Level 02/ Advanced Drawing Concepts       
Advanced Perspectives and Volumes           
Advanced Lighting and Values           
Atmospheric Perspective           
Landscape Drawing        
 
Level 03/ The Human Figure      
Gravity and Movement  
Proportions 
Skeletal Landmarks           
 
Level 04/ Anatomy           
Six Stages for Rendering Anatomy      
The Foot       
The Leg        
The Pelvis     
The Spine and Ribcage  
The Shoulder Girdle          
The Arm       
The Hand     
The Head and Neck         
Facial Expressions 
 
Level 05/ Elements of Design     
Frame           
Camera Angle      
Scale
Grouping    
Lighting        
Line    
Shapes         
Subverting Conventions 
 
Level 06/ Character Design       
Good Studio Practice     
Brainstorming and Character Concept         
Visual Metaphors              
Mind-Map, Research, and Mood Board       
Thumbnail Development            
Final Character Drawing and Model Sheet              
 
Level 07/ Environment Design   
Character/Environment Shapes          
Building Construction      
Character-Centric Environment Design         
Top-Down Environment Design            
Gameplay Map    
 
Level 08/ Color and Digital Tools          
Color                        
Adding Color with Digital Tools            
 
Professional Portfolio and Getting Work        
Bibliography                       
Index

Erscheint lt. Verlag 15.10.2012
Verlagsort New York
Sprache englisch
Maße 216 x 262 mm
Gewicht 892 g
Themenwelt Kunst / Musik / Theater Design / Innenarchitektur / Mode
Kunst / Musik / Theater Malerei / Plastik
Schulbuch / Wörterbuch Lexikon / Chroniken
Informatik Software Entwicklung Spieleprogrammierung
Informatik Weitere Themen Computerspiele
ISBN-10 0-8230-9847-8 / 0823098478
ISBN-13 978-0-8230-9847-7 / 9780823098477
Zustand Neuware
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